* Check whether we received/can send some data from/to the Game Coordinator server and * when that's the case handle it appropriately. */
| 730 | * when that's the case handle it appropriately. |
| 731 | */ |
| 732 | void ClientNetworkCoordinatorSocketHandler::SendReceive() |
| 733 | { |
| 734 | /* Private games are not listed via the Game Coordinator. */ |
| 735 | if (_network_server && _settings_client.network.server_game_type == SERVER_GAME_TYPE_LOCAL) { |
| 736 | if (this->sock != INVALID_SOCKET) { |
| 737 | this->CloseConnection(); |
| 738 | } |
| 739 | return; |
| 740 | } |
| 741 | |
| 742 | static int last_attempt_backoff = 1; |
| 743 | static bool first_reconnect = true; |
| 744 | |
| 745 | if (this->sock == INVALID_SOCKET) { |
| 746 | static std::chrono::steady_clock::time_point last_attempt = {}; |
| 747 | |
| 748 | /* Don't auto-reconnect when we are not a server. */ |
| 749 | if (!_network_server) return; |
| 750 | /* Don't reconnect if we are connecting. */ |
| 751 | if (this->connecting) return; |
| 752 | /* Throttle how often we try to reconnect. */ |
| 753 | if (std::chrono::steady_clock::now() < last_attempt + std::chrono::seconds(1) * last_attempt_backoff) return; |
| 754 | |
| 755 | last_attempt = std::chrono::steady_clock::now(); |
| 756 | /* Delay reconnecting with up to 32 seconds. */ |
| 757 | if (last_attempt_backoff < 32) { |
| 758 | last_attempt_backoff *= 2; |
| 759 | } |
| 760 | |
| 761 | /* Do not reconnect on the first attempt, but only initialize the |
| 762 | * last_attempt variables. Otherwise after an outage all servers |
| 763 | * reconnect at the same time, potentially overwhelming the |
| 764 | * Game Coordinator. */ |
| 765 | if (first_reconnect) { |
| 766 | first_reconnect = false; |
| 767 | return; |
| 768 | } |
| 769 | |
| 770 | Debug(net, 1, "Connection with Game Coordinator lost; reconnecting..."); |
| 771 | this->Register(); |
| 772 | return; |
| 773 | } |
| 774 | |
| 775 | last_attempt_backoff = 1; |
| 776 | first_reconnect = true; |
| 777 | |
| 778 | if (_network_server && _network_server_connection_type != CONNECTION_TYPE_UNKNOWN && std::chrono::steady_clock::now() > this->next_update) { |
| 779 | this->SendServerUpdate(); |
| 780 | } |
| 781 | |
| 782 | if (!_network_server && std::chrono::steady_clock::now() > this->last_activity + IDLE_TIMEOUT) { |
| 783 | this->CloseConnection(); |
| 784 | return; |
| 785 | } |
| 786 | |
| 787 | if (this->CanSendReceive()) { |
| 788 | if (this->ReceivePackets()) { |
| 789 | this->last_activity = std::chrono::steady_clock::now(); |
nothing calls this directly
no test coverage detected